Not everyone take gaming like chinese and koreans. Maybe that's the fault...
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I don't think anyone wants to be sitting there mindlessly grinding on mobs all the way to cap or want to spend their entire time in game running quests that are all the same as the one before it (kill 10 dodos to help farmer Joe --> next area: kill 10 billygoats to help ranger Fred --> ect., ect.). All the same, nobody wants to "farm" the same 10-15 leves over and over. After 30 levels (or less) they ALL become monotonous and most of us end up hating them.
If you slow the pace of leveling and add more content with worthwhile rewards (dungeons/strongholds/primals/NMs/"hopefully new ideas") for each level range then you are not forcing us to judge your game on "filler content" (leves/quests/ect). Give us something to look forward to every 10 or so levels that will break up the monotony so that we're not doing the same thing in every zone/area/camp from level 1 to CAP. Any "endgame-esque" content would do but tie it into the story and make it FUN and unique (no SE, this fun and unique content can't be a cookie cutter easy mode of all your endgame content - we see what you did there). Give us loot from each one and make sure (with the pace) that we have incentive to work to get it (we know this new gear will last us at least until - or close to - the next level tier).
It doesn't matter what system you use so long as you DON'T MAKE THAT SYSTEM YOUR ENTIRE GAME. They all are boring and repetitive in their own way. Most of us hate these systems because we don't have MORE CONTENT to do from level 1-49 - they ALL make us feel like we've been doing the same thing from level 1 to CAP. We should be doing these on the side while we're tackling the real content in the game... if that was the case we wouldn't even be having this conversation because who cares about meaningless filler content.
What's the difference between Killing 10 Dodos Randomly with a EXP party and Killing 10 Dodos for a Ranger because he can't seem to shoot them down?
It's essentially the same thing, in the end your still killing 10 dodos, Just with a quest you get a little story along with your killings. Some people are complaining at the fact that they don't want to kill X go back to Y, when really it's the same thing in a exp party Kill X for Y Levels then go to Z Camp and start the process all over again. The only difference I see is X and Y you have to go back and forth with. Other than that, it's pretty much the same thing just with or without a little side-story.
So True^
When i first played XI standing in one spot for hours killing the same mobs for exp was the like the most weird thing ever, but i did enjoying a bit the first time but after that it just got boring. Leveling while progressing thru a dungeon is much more fun and has a better Ff feel to it, go into the dungeon with your team mates, get tot he end fight dragon, and get lots of exp takes me back to the good old days of FF.
Yeah, I understand that. What I'm trying to figure out is, what exactly do these hard to please people want in an MMO at Launch? (Talking about FFXIV ARR here) Aside from Questing, You got your Main storyline (splits into 3 parts), Primals battles (Garuda, Titan, Leviathan, Ifrit, Odin etc) Frontlines (PvP), a New World to explore, Grand Company Missions or anything GC related, Free Companies that have their own Mission/Quests tied to them (assuming). "Maybe" Crystal Tower. A lot to look forward to. Yet still some people want more out of this MMO then we already know currently.
So I have to ask, What does people want in FFXIV ARR then what's already presented? and I mean at Launch Don't look 5 years into the future, just what you expect to see at launch that isn't going to be at ARR.
Edit: It's a heck of alot more than what we got at FFXIV 1.0 Launch that's for sure.